The following races are available for player characters:

Human
Humans are probably the most non-magical race in the realm, mundane in most aspects but still interesting in their own right. Although they have no special talents like the other races, they are more versatile, being skilled in all classes. Humans are also more focused so therefore have a slight advantage in their chosen class.

Humans are generally considered to be one of the more plain looking of the races. They can range from dark skinned, though not like that of the Drow, to near Vampire like and whatever there is in between. Common heights are roughly between five and six feet tall, with the odd ones going beyond either side. Plain colours are the general expectation for both hair and eyes unless past bloodlines from other races make an appearance.

The hometown for Humans is Midgaard, they share it with Centaurs, Dwarves, Gnomes and Halfgiants. Even Humans from other realms will appear there, the Mists wishing all things equal.
Dwarf
Dwarves are short, stocky demi-humans, commonly known for foul tempers and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespan. Dwarves make excellent fighters and priests, but are very poor mages or deviants. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. They have infravision from spending so much time within the mines. Dwarves trained in the arts of fighting have the skill of berserk.

Dwarves tend to range in height from four to five feet, with the rare variation to this. They are well known for having an excess in body hair, for reasons unknown. Dwarves have the same wide range of skin tones as Humans, though tending to light because of their time being mostly spent underground. Dark hair is a common feature in this race, with a variety of eye colours.

The hometown for Dwarves is Midgaard, they share it with Centaurs, Humans, Gnomes and Halfgiants. Even Humans from other realms will appear there, the Mists wishing all things equal.

Elf
Elves resist charm spells most effectively, and are inherently able to charm others, due to their magical nature. They are notoriously hard to spot, naturally having the ability to sneak and hide and are aided by their natural infravision.

Elves are somewhat taller than humans, having a slightly higher average height, and have a much lighter build. Their pointed ears are useful for telling them apart from many of the other races that look much like humans at first glance. Their skin is generally of light tone, darker skin being the mainstay of their Drow cousins. Elf eyes cover a much wider range of colour than Humans, generally being more almond shaped as well. Common hair colours for Elves tend to be shades of blonde and brown.

The hometown for Elves is Glendorian, they share it with Sprites, Werewolves, and Reptites, the Mists wishing all things equal.
Sprite
Although a small race, these flying creatures have the natural ability to wield powerful magicks. Though magic is a Sprite's true passion, its high intelligence and unmatched dexterity make it an excellent deviant as well. Because of their tiny stature, Sprites are able to sneak efficiently and heal a bit faster than larger creatures. Sprites are naturally skilled at
dodging and resist damage caused by piercing weapons.

Sprites are about the smallest race to be found in the realm, about a foot to two feet tall on average. One of the interesting features of Sprites are their wings, small and gossamer in appearance and with a number of interesting shapes. Colour is a feature that makes them a race to catch the eye, even with their small size. Their hair, eyes and wings all tend to display a variety of exotic colours.

The hometown for Sprites is Glendorian, they share it with Elves, Werewolves and Reptites. Even Sprites from other realms will appear there, the Mists wishing all things equal.
Minotaur
Minotaurs are among the strongest of races and almost as durable as the Dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Minotaurs make excellent warriors, but are generally ill-suited for any other profession. Minotaurs resist bash and cold with nary a mark, due to their huge mass. However, they are vulnerable to fire. Minotaurs, due to their size, receive hand to hand and enhanced damage skills for free as well as the ability to gore their opponents. See Help BP.

Minotaurs are among the largest of the races, ranging from seven to ten feet in height. Their body is like that of a Human but their head is that of a bull. The fur of their head mostly likely tends to match the skin tone of their body in a limited fashion. As with Humans, the skin tone range is quite wide but leaning more toward the darker tones.

The hometown for Minotaurs is Tar-Minastir, they share it with Gargoyles and Dragons. Even Minotaurs from other realms will appear there, the Mists wishing all things equal.
Wraith

Wraiths are the most powerful mages to be found anywhere in the Realms. They can wield more magic power in their frail bodies than a Sprite and Elf put together. A Wraith is a tall, dark being that once existed as a living and breathing mage. By their own hands they sacrificed beauty and corrupted their bodies, all to gain unholy powers that no mortal was ever meant to have. Because a Wraith usually concentrates on offensive magic versus defensive, and because of their usual nature of evil, they are awesome mages, and perhaps reasonable deviants. Wraiths are able to pass through doors without resistance and have dark vision. Because of their ghost-like structure, they are immune to all known poisons and highly resistant to disease. They are also resistant to lightning, though vulnerable to fire and holy. Wraiths are naturally capable of hiding and collecting magical power better than other races.

There isn't much to say about the physical aspect of a Wraith, having no true corporal form to speak of. They tend to appear as a mist or ghost like spectre, depending on their ability to keep their form as close to what they used to be. The "eyes" of a Wraith vary between a small number of rather unnatural colours, no longer being considered true eyes at all.

The hometown for Wraiths is Drow City, they share it with Vampires, Demons and Drow. Even Wraiths from other realms will appear there, the Mists wishing all things equal.

Gargoyle
Dwarfing the Minotaur and sometimes even the Demon in pure strength the Gargoyle is an exceptional warrior. Due to their immense strength and dedication to the fighting arts, the Gargoyle is naturally skilled at bash, parry and causing enhanced damage from birth. Gargoyles are flying creatures and their dense exterior gives them a slight resistance to normal weapons. On the same token, their lesser intelligence leaves them vulnerable to magical attacks.

Gargoyles are huge creatures of stone, with claws and teeth the size of the average human's forearm. 'Skin' tones range through various colours found in stones, rather than normally expected colours. This offers a wide range of hues within the Gargoyle race. Eye colours also range widely, with more 'normal' colours perhaps found to be more rare. Due to Gargoyles being creatures of a stone-like nature they have no hair.

The hometown for Gargoyles is Tar-Minastir, they share it with Minotaurs and Dragons. Even Gargoyles from other realms will appear there, the Mists wishing all things equal.
Demon
Demons naturally have huge muscles giving them good strength. With average dexterity and intelligence, they truly only lack wisdom. Though born fighters, Demons could probably handle any class. Demons have the natural ability of flight, detection of good, and the ability to see in the dark. Demons have a supernatural resistance to poison, disease and fire (perhaps a result of frolicking in Hell's fires). They are quite vulnerable to holy, cold and acid. Demons are capable from birth of gaining more information about an item that they look at.To survive Demons must drink Unholy water, just as Angels
must drink Holy water. As a reward they are gifted with a form of life if they are close to death. See Help BP.

Demons are tough and powerful, ranging in height from nine to twelve feet. They tend to have dark red or black skin, though other colours and shades are possible. Demons are generally known for having massive claws and razor sharp teeth. Demons are the evil alter egos of Angels and the reflection of this can sometimes be seen in certain members of the race. Some may have hair, others are bald. Wings can either be feathered or leather.

The hometown for Demons is Drow City, they share it with Vampires, Wraiths and Drow. Even Demons from other realms will appear there, the Mists wishing all things equal.

Note: Demons are required to be of an evil alignment. At creation, they can choose to be either Evil or Evil-Neutral. If a player roleplays a Demon as good, they can be transformed into a Angel at the Immortals' discretion.
Drow

Dark skin, stark white hair, and dark souls. These are the identifiable traits of these dark elves. Drow are skilled at cloaking their presence to any they encounter. Their vicious natures make them superior warriors. Through the ages, the Drow have mastered immunity to disease and resistance to poison. Their evil souls are vulnerable to holy and fire. Their elvish heritage has left them with the innate ability to detect all things magical.

The hometown for Drow is Drow City; they share it with Vampires, Wraiths, and Demons.

Vampire

Vampires are naturally gifted with the ability of berserk, they also have dark vision and the natural ability to detect good as well as being able to fly. Because of their "undead" stature, vampires are immune to poisons and resistant to disease as well as charm. With their horrid backgrounds, Vampires are vulnerable to holy attacks and light. They also are extremely
flammable. Vampires make outstanding warriors, but have been known to dabble in all classes. Vampires require the drinking of blood in order to survive. They gain life force from this blood, too long without it and the thirst will kill them. While a Vampire sleeps they can keep this thirst at bay or feed upon their opponents during fights. See Help BP.

One of the problems in identifying Vampires using the common themes as one would with other races is the fact that not all Vampires are created in the same way. Many Vampires are known to be created by being turned by existing Vampires, becoming the Childe to their new Sire. It is considered possible that any race can be turned, except for Wraiths, so long as they have some kind of blood that can be drained and then replaced.

Born Vampires are easier to identify, all Vampires have a universally pale skin tone, and are mostly Human in appearance. Most commonly known hair and eye colours are in the darker ranges, though the variety found in Humans is possible.

The hometown for Vampires is Drow City, they share it with Wraiths, Demons and Drow. Even Vampires from other realms will appear there, the Mists wishing all things equal.

Werewolf
These creatures prowl the realm in search of their next meal. They have the sharp instincts of the wild, but limited intelligence and wisdom to apply this knowledge in any but the most instinctual ways. Their bodies of solid muscle and regenerative powers make them extremely effective warriors. They are somewhat proficient at thievery and mediocre in the Arcane Arts. Due to their animalistic traits, wolves are born with dark vision. Their fighting skills of enhanced damage and second attack are bestowed at birth. Because of their tenacious nature, wolves are unable to be disarmed.

Werewolves are like Bastetii in terms of appearance, although with a twist toward dogs instead of cats. Patterns are not as common though patches are known to occur, there is quite a variety in fur colour but it leans generally more toward darker shades. Eye colours range mostly to yellow and green, black and brown.

The hometown for Werewolves is Glendorian, they share it with Sprites, Reptites, and Elves, the Mists wishing all things equal.
Half-Giant
Halfgiants are immense lumbering brutes that make up in brawn what they severely lack in intelligence. Halfgiants, contrary to what one might believe, are relatively dexterous. From birth, their brethren endure rigorous battle training to keep their muscles and joints limber. Halfgiants have the racial ability to trample their foe into the ground, and as the Halfgiant gains in experience, he becomes more adept at it. Extend pity to the poor sop that suffers such a fate. Naturally Halfgiants heal quickly and resist damage caused by fire and cold. They are weak against mental attacks and lightning.

Halfgiants, as their name suggests, are beyond the normal size of your average human or similar humanoid. About nine or ten feet tall on average, their frame is bulkier to match this increase. Mostly long haired with a leaning in colouration toward 'earth' tones: in hair, skin and eyes.

The hometown for Halfgiants is Midgaard, they share it with Centaurs, Dwarves, Gnomes and Humans. Even Halfgiants from other realms will appear there, the Mists wishing all things equal.
Angel
Angels speak human as their main language. Due to their unearthly nature they have no need for normal food and water but require Holy water to live and have the boon of partial immortality because of this. Another boon of their nature is that they can resist poison and disease better than some of the other races, however they are weaker against acid and draining attacks. Angels can see evil and see in the dark. Angels can fly and are blessed because of their celestial nature. See Help BP.

Like their evil counterparts Angels are normally between nine and twelve feet in height, as well as being fairly broadly built. Hair and skin tones tend toward the lighter of shades, though eye colour is generally widely varying. Their wings tend to be feathered, normally white but other colours may well be possible.

The hometown for Angels is Caemlyn, they share it with no other races. Even Angels from other realms will appear there, the Mists wishing all things equal.

Note: Angels are required to be of a good alignment. At creation, they can choose to be either Good or Good-Neutral. If a player roleplays an Angel as evil, they can be transformed into a Demon at the Immortals' discretion.

Centaur
Very aggressive in their defense of their lands against outsiders, Centaurs often form feudal clan-like societies. Strong, both in mind and body, they make excellent warriors and superb psions. Centaurs resist mental attacks and are naturally capable of bashing.

These plains dwelling creatures have the torso, arms and face of a human and the body of a horse. This makes for quite a startling sight for those not used to it. Centaurs tend to be about six to seven feet tall on average but with the odd variation to that every now and again. Their body colour varies in much the same way as normal horses would, with a number of known patterns like that of certain breeds as well. The skin tone of their upper portion varies greatly too, much like Humans in that and their general appearance. Hair and eye colour varies like Humans too, a wide but not overly exotic range.

The hometown for Centaurs is Midgaard, they share it with Humans, Dwarves, Gnomes and Halfgiants. Even Centaurs from other realms will appear there, the Mists wishing all things equal.

Reptite
These reptilian creatures are just as intelligent as the mammals around them. Though they make excellent fighters, reptites are known to dabble in most every class and occupation. Their cold blooded natures make them resistant to cold weather, spells and weapons but the high iron content of their blood makes them conductive and vulnerable to lightning. Reptites regenerate quickly and see with infrared as well as dodging well naturally.

Reptites are a Human/Reptile hybrid, not looking quite like one or the other. About four to six feet on average, though height depends to some degree on which type of reptile they take after. Scaled in a multitude of colours, with a strong variety of patterns known to occur. Eyes generally much like that of a reptile, with common colours being green and yellow.

The hometown for Reptites is Glendorian, they share it with Sprites, Werewolves and Elves. Even Reptites from other realms will appear there, the Mists wishing all things equal.
Bastetii
Bastetii are often called werecats. Similarities in form and ability exist between this furred race and the common cat, or feline. Their advanced immune systems give them a natural regenerative rate uncommon in other races. They generally have extraordinary sight, especially at night. Bastetii are capable of resisting charm and are naturally skilled at sneaking. The one known weakness of this race is against weapons of a slashing nature.

Bastetii are covered in fur that can range in color from a dusky red to white to midnight black. Different patterns such as stripes, spots, patches and the like are known to occur. Height differs between average human height to slightly taller, hybrid nature playing a part in this. Common eye colours tend to be greens and yellows, browns, blacks and blues. Other colours are rare or not known to occur.

The hometown for Bastetii is Haon Dor, they share it with no other races. Even Bastetii from other realms will appear there, the Mists wishing all things equal.
Gnome
These forest dwelling creatures tend to prefer a life of relaxation and entertainment, though some have donned the spirit of adventuring. Because of their small stature, Gnomes are able to evade the sights of many. They are less bulky than Dwarves, thus their dexterity is at a high advantage. Gnomes are most adept at thievery, but because of their wise old ways, they make formidable clerics and mages. Gnomes have the ability of infravision to help them to see in the dark and are able to dodge quite efficiently. Because of their worldly ways, they are resistant to most poisons and diseases in the
realm and are able to hide well. Their significant weaknesses lies with brute strength and weapons of a piercing nature.

Gnomes average at a height of three to four feet and tend toward having a slightly above average build. Distinctively large noses are also a common feature, though why might be a question better left unanswered. Dark hair and eye colours are normal, with the odd variation appearing every so often. Expect a similar range in skin tones to that of Humans, leaning toward a tan from being out in the forests.

The hometown for Gnomes is Midgaard, they share it with Centaurs, Dwarves, Humans and Halfgiants. Even Gnomes from other realms will appear there, the Mists wishing all things equal.
Troll

Trolls are often envied for their regenerative nature, regrowing limbs and seemingly fatal wounds at an astounding rate. Their capacity for intellectual activities is about the smallest of any race known. The complex theories of magicks have escaped their society, but in the words of Chul, Leader of Chul Itchul, "Me smoosh you... .like leettle bug!" It is to no surprise to the communities of the realm that Trolls frequently train in the warrior arts. Trolls can detect hidden things and see in the dark, they resist being charmed and bashed. Fire is something that they are weak against.

Trolls are generally not thought of as the most attractive race known to the realm, except maybe to other Trolls and those of certain tastes. With a thick skin that tends more to being green and brown toned, Trolls perhaps have grown to use this as camouflage. Not all have hair and those that do have something quite leaflike in appearance, vinelike almost. Very much
leaning to earth tones in skin, eye and hair colour.

The hometown for Trolls is Chul Itchul, they share it with no other races. Even Trolls from other realms will appear there, the Mists wishing all things equal.

Dragon
Dragons are among the most powerful of the races, and often their scaled forms can be seen soaring the skies of the realm. Dragons are quite strong with impressive constitution. Because of their bulk, however, they have well below average dexterity. Dragons are highly resistant to bash, except perhaps from fellow dragons. All dragons are blessed with flight and their innate draconian breath weapon. In addition, dragons have the ability to trample their enemy, leaving them bruised and broken on the ground. Dragons resist charm but are weak against piercing weapons. See Help BP.

Green Dragons are resistant to poison and vulnerable to fire, Blue Dragons are resistant to lightning and vulnerable to poison, White Dragons are resistant to cold and vulnerable to fire, Red Dragons are resistant to fire and vulnerable to acid and Black Dragons are resistant to acid and vulnerable to lightning.

Dragons are mostly large creatures, twenty to thirty feet tall on average. There are some rumours about Dragons of a much smaller scale but there is little proof of this. With their breath relating to their colour even when they breed between two different ones a single dominant colour will shine though in the hatchling. The shades in the colours are wide though, from dark to very light. No two will have the same shade, even if they're the same colour.

The hometown for Dragons is Tar-Minastir, they share it with Gargoyles and Minotaurs. Even Dragons from other realms will appear there, the Mists wishing all things equal.